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JStewart

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CTD upon death of a will-o-wisp. No other creature does this when they die....so what gives? How do I track this down. Or does some-one know what mod might affect this?

what mods have you installed? There are lots of things which can cause this. Have you tried using the console to kill them? Have you tried using a very high damage fatigue, or a paralize effect on them?

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CTD upon death of a will-o-wisp. No other creature does this when they die....so what gives? How do I track this down. Or does some-one know what mod might affect this?

what mods have you installed? There are lots of things which can cause this. Have you tried using the console to kill them? Have you tried using a very high damage fatigue, or a paralize effect on them?

Killing them isn't the problem...when I do the game crashes. I've got like 300 mods working, I have basic knowledge of the Obmm, but I've not had to ask for help before, how do I generate a load order list to show you? I know load order and working conflict problems. I've been playing for about 2 years,have inter-changed mods in and out as I scope out Tessnexus daily updates.

If you have patience enough to write instructions for beginner-type stuff, a kinda how-to on what you want I'd be happy to try. Or at least play testing.I'd like to learn more about modding,I figure this might be a good way to start. I don't mind doig the work. Let me know

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CTD upon death of a will-o-wisp. No other creature does this when they die....so what gives? How do I track this down. Or does some-one know what mod might affect this?

what mods have you installed? There are lots of things which can cause this. Have you tried using the console to kill them? Have you tried using a very high damage fatigue, or a paralize effect on them?

Killing them isn't the problem...when I do the game crashes. I've got like 300 mods working, I have basic knowledge of the Obmm, but I've not had to ask for help before, how do I generate a load order list to show you? I know load order and working conflict problems. I've been playing for about 2 years,have inter-changed mods in and out as I scope out Tessnexus daily updates.

If you have patience enough to write instructions for beginner-type stuff, a kinda how-to on what you want I'd be happy to try. Or at least play testing.I'd like to learn more about modding,I figure this might be a good way to start. I don't mind doig the work. Let me know

With that many mods, the easiest solution is to just uninstall, clean out your data folder, and start over. Before actually doing anything in game, get yourself a set of 15-20 base mods which must be present when making a new game. Do not change this group at all, ever, and make yourself a list fo that load order for later reference. Make a save with this group, before leaving the sewer, or some other fairly generic point. Make a copy of both that you can easily find should you ever need to do this again.

 

Next step, once you've found out for sure that the game runs without any problems from those mods, make a good save somewhere out of the way, like inside a town interior somwhere which is unlikely to be affected by any mod you might download. With that save, you can now begin adding mods to your list. However you should make every attempt to do this as slowly and carefully as possible. It helps to save the archive somewhere on your hard drive in a folder named "to install". You will need to only install one seperate mod at a time, test some of the aspects related with that mod by playing from that last good save, and if you don't like the mod, for any reason, remove or disable it, move the archive to a folder "installed" or "didn't like" according to what you feel about that mod. Then continue with the next one.

 

Problems like this usually happen because people don't pay attention to what they are downloading, install 5-10 mods at a time, never bother to check them out, install a few more, remove some, install others, and only then check out what these mods supposedly add. And in that time things are being added to the game, things are being changed, and your saved games are recording those changes. This is how these problems can occur, and this is why they can be very difficult to track down. The cause of this problem could be anything from a mod which changed the models used for wisps, to a mod which adjusts scripts, creatures, sounds, to it just being the result of some data within your save being corrupted by disabling mods. It may even be related to how many mods you have and how much memory the game can access.

 

You should make every effort possible to not go above having more than 100 mods active. If you have alot of weapons or armor mods, you should learn how to merge components from them before adding to the game, or make the tough decision about which of those mods you actually intend to use for any length of time.

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It is technically impossible for you to be running 300 mods, if you are running between 245-253 that in itself could very well be one of your major game problems.

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Sorry, you're right. I was counting some mods in the Obmm twice and also bsa texrure edits. Anyway I found my problem though...a conflict between the oblivion master esm and a diluted version of TIE for MMM. I used TES4view to track it down. Swore it would've been something more between MMM and deadly reflex or Duke pat SCA mod. Always learning. I really don't have too many problems running as many mods as the games allows. I have my base mods that I don't move, But interchange newer mods quite frequently. I mostlt stay at the point where if I add 1 more, the game won't start and I'll have to uncheck one. Half the fun is just making it work.

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CTD upon death of a will-o-wisp. No other creature does this when they die....so what gives? How do I track this down. Or does some-one know what mod might affect this?

what mods have you installed? There are lots of things which can cause this. Have you tried using the console to kill them? Have you tried using a very high damage fatigue, or a paralize effect on them?

Killing them isn't the problem...when I do the game crashes. I've got like 300 mods working, I have basic knowledge of the Obmm, but I've not had to ask for help before, how do I generate a load order list to show you? I know load order and working conflict problems. I've been playing for about 2 years,have inter-changed mods in and out as I scope out Tessnexus daily updates.

If you have patience enough to write instructions for beginner-type stuff, a kinda how-to on what you want I'd be happy to try. Or at least play testing.I'd like to learn more about modding,I figure this might be a good way to start. I don't mind doig the work. Let me know

With that many mods, the easiest solution is to just uninstall, clean out your data folder, and start over. Before actually doing anything in game, get yourself a set of 15-20 base mods which must be present when making a new game. Do not change this group at all, ever, and make yourself a list fo that load order for later reference. Make a save with this group, before leaving the sewer, or some other fairly generic point. Make a copy of both that you can easily find should you ever need to do this again.

 

Next step, once you've found out for sure that the game runs without any problems from those mods, make a good save somewhere out of the way, like inside a town interior somwhere which is unlikely to be affected by any mod you might download. With that save, you can now begin adding mods to your list. However you should make every attempt to do this as slowly and carefully as possible. It helps to save the archive somewhere on your hard drive in a folder named "to install". You will need to only install one seperate mod at a time, test some of the aspects related with that mod by playing from that last good save, and if you don't like the mod, for any reason, remove or disable it, move the archive to a folder "installed" or "didn't like" according to what you feel about that mod. Then continue with the next one.

 

Problems like this usually happen because people don't pay attention to what they are downloading, install 5-10 mods at a time, never bother to check them out, install a few more, remove some, install others, and only then check out what these mods supposedly add. And in that time things are being added to the game, things are being changed, and your saved games are recording those changes. This is how these problems can occur, and this is why they can be very difficult to track down. The cause of this problem could be anything from a mod which changed the models used for wisps, to a mod which adjusts scripts, creatures, sounds, to it just being the result of some data within your save being corrupted by disabling mods. It may even be related to how many mods you have and how much memory the game can access.

 

You should make every effort possible to not go above having more than 100 mods active. If you have alot of weapons or armor mods, you should learn how to merge components from them before adding to the game, or make the tough decision about which of those mods you actually intend to use for any length of time.

 

 

I already follow most fo the rules you laid out. More than half of it the hard way. I did figure it out though.The in and out of mods...is this what causes "save game bloat"? I've heard this term and I'm not exactly sure what it means.

"you should learn how to merge components from them before adding to the game" Stuff like this .... is really something I'd like to figure out. Kinda why I wouldn't mind doing anything to help with what ever you'll teach me... if you can benefit from showing me stuff you can make use of, I'm willing. I run a rig I built myself. Single core 2.8 intel pent 4, 4 gig ram with a Raedon 2600 HD agp. Would this game run better on a 2.3 Amd 64 dou-core? Whatever, thanx to you guysfor anwsering..!!

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It is technically impossible for you to be running 300 mods, if you are running between 245-253 that in itself could very well be one of your major game problems.

 

 

OMG :ohmy:, do you know nothng of modding???

 

Of course you can run more mods than the 253 limit, have you never heard of Wrye Bash (Bashed patch) and TES4Gecko (Merging mods)???

 

Right now I am running 308 esp files with 71 esps in my bashed patch leaving 237 active in my load order, (under the 253 esp limit). See attachment.

 

Sorry but I don't like it when people are misled by false information.

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It is technically impossible for you to be running 300 mods, if you are running between 245-253 that in itself could very well be one of your major game problems.

 

 

OMG :ohmy:, do you know nothng of modding???

 

Of course you can run more mods than the 253 limit, have you never heard of Wrye Bash (Bashed patch) and TES4Gecko (Merging mods)???

 

Right now I am running 308 esp files with 71 esps in my bashed patch leaving 237 active in my load order, (under the 253 esp limit). See attachment.

 

Sorry but I don't like it when people are misled by false information.

Wrye Bash (Bashed patch) instead of Obmm?

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It is technically impossible for you to be running 300 mods, if you are running between 245-253 that in itself could very well be one of your major game problems.

 

 

OMG :ohmy:, do you know nothng of modding???

 

Of course you can run more mods than the 253 limit, have you never heard of Wrye Bash (Bashed patch) and TES4Gecko (Merging mods)???

 

Right now I am running 308 esp files with 71 esps in my bashed patch leaving 237 active in my load order, (under the 253 esp limit). See attachment.

 

Sorry but I don't like it when people are misled by false information.

 

 

That says you have installed 308 mods, you are only running 237, well below the limit. Next time you feel the urge to fail at correcting someone, go stand in traffic instead.

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